Abstract
In this chapter, we will discuss our work to understand why students game the system. This work leverages models of student gaming, termed “detectors”, which can infer student gaming in log files of student interaction with educational software. These detectors are developed using a combination of human observation and annotation, and educational data mining. We then apply the detectors to large data sets, and analyze the detectors’ predictions, using discovery with models methods, to study the factors associated with gaming behavior. Within this chapter, we will discuss the work to develop these detectors, and what we have discovered through these analyses based on these detectors. We will discuss evidence for how gaming the system impacts learning and evidence for why students choose to game. We will also discuss attempts to address gaming the system through adaptive scaffolding.
| Original language | American English |
|---|---|
| Title of host publication | International Handbook of Metacognition and Learning Technologies |
| Editors | Roger Azevedo, Vincent Aleven |
| Place of Publication | New York, NY |
| Publisher | Springer New York |
| Pages | 97-115 |
| Number of pages | 19 |
| Volume | 28 |
| ISBN (Electronic) | 9781441955463 |
| ISBN (Print) | 9781441955463 |
| DOIs | |
| State | Published - 2013 |
Keywords
- Cognitive Tutor
- Educational Data Mining (EDM)
- Educational Software
- Interactive Learning Environment
- Tutoring System